Remove Contact Slowdown when Weightless or in the Air (#33299)

* removed contact slowdowns from entities that are weightless or in the air

* fixed kudzu not applying contact slowdown to airbone entities

* revert kudzu fix

* reimplemented kudzu fix with bool datafield

* update variable serialization format

Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>

* empty commit

* cleaned up and added documentation

* cached airborne check

* rerun tests

* minor review

---------

Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Co-authored-by: Milon <milonpl.git@proton.me>
This commit is contained in:
Victor Shen
2025-04-28 17:24:12 -07:00
committed by GitHub
parent f7a8a1779e
commit 4671382419
3 changed files with 33 additions and 8 deletions

View File

@@ -1,6 +1,7 @@
using Content.Shared.Inventory;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Events;
using Content.Shared.Gravity;
using Content.Shared.Slippery;
using Content.Shared.Whitelist;
using Robust.Shared.Physics.Components;
@@ -12,6 +13,7 @@ namespace Content.Shared.Movement.Systems;
public sealed class SpeedModifierContactsSystem : EntitySystem
{
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly SharedGravitySystem _gravity = default!;
[Dependency] private readonly MovementSpeedModifierSystem _speedModifierSystem = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
@@ -84,6 +86,9 @@ public sealed class SpeedModifierContactsSystem : EntitySystem
var walkSpeed = 0.0f;
var sprintSpeed = 0.0f;
// Cache the result of the airborne check, as it's expensive and independent of contacting entities, hence need only be done once.
var isAirborne = physicsComponent.BodyStatus == BodyStatus.InAir || _gravity.IsWeightless(uid, physicsComponent);
bool remove = true;
var entries = 0;
foreach (var ent in _physics.GetContactingEntities(uid, physicsComponent))
@@ -95,6 +100,10 @@ public sealed class SpeedModifierContactsSystem : EntitySystem
if (_whitelistSystem.IsWhitelistPass(slowContactsComponent.IgnoreWhitelist, uid))
continue;
// Entities that are airborne should not be affected by contact slowdowns that are specified to not affect airborne entities.
if (isAirborne && !slowContactsComponent.AffectAirborne)
continue;
walkSpeed += slowContactsComponent.WalkSpeedModifier;
sprintSpeed += slowContactsComponent.SprintSpeedModifier;
speedModified = true;